/*
 * Copyright (C) 2005 - 2013 MaNGOS <http://www.getmangos.com/>
 *
 * Copyright (C) 2008 - 2013 Trinity <http://www.trinitycore.org/>
 *
 * Copyright (C) 2010 - 2013 ProjectSkyfire <http://www.projectskyfire.org/>
 *
 * Copyright (C) 2011 - 2013 ArkCORE <http://www.arkania.net/>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
 */

#ifndef _VMAPMANAGER2_H
#define _VMAPMANAGER2_H

#include "IVMapManager.h"
#include "Dynamic/UnorderedMap.h"
#include "Define.h"
#include <G3D/Vector3.h>

//===========================================================

#define MAP_FILENAME_EXTENSION2 ".vmtree"

#define FILENAMEBUFFER_SIZE 500

/**
 This is the main Class to manage loading and unloading of maps, line of sight, height calculation and so on.
 For each map or map tile to load it reads a directory file that contains the ModelContainer files used by this map or map tile.
 Each global map or instance has its own dynamic BSP-Tree.
 The loaded ModelContainers are included in one of these BSP-Trees.
 Additionally a table to match map ids and map names is used.
 */

//===========================================================
namespace VMAP
{
    class StaticMapTree;
    class WorldModel;

    class ManagedModel
    {
    public:
        ManagedModel() :
                iModel(0), iRefCount(0)
        {
        }
        void setModel(WorldModel *model)
        {
            iModel = model;
        }
        WorldModel *getModel()
        {
            return iModel;
        }
        void incRefCount()
        {
            ++iRefCount;
        }
        int decRefCount()
        {
            return --iRefCount;
        }
    protected:
        WorldModel *iModel;
        int iRefCount;
    };

    typedef UNORDERED_MAP<uint32 , StaticMapTree *> InstanceTreeMap;
    typedef UNORDERED_MAP<std::string, ManagedModel> ModelFileMap;

    class VMapManager2: public IVMapManager
    {
    protected:
        // Tree to check collision
        ModelFileMap iLoadedModelFiles;
        InstanceTreeMap iInstanceMapTrees;
        // UNORDERED_MAP<unsigned int , bool> iMapsSplitIntoTiles;
        UNORDERED_MAP<unsigned int , bool> iIgnoreMapIds;

        bool _loadMap(uint32 pMapId, const std::string &basePath, uint32 tileX, uint32 tileY);
        /* void _unloadMap(uint32 pMapId, uint32 x, uint32 y); */

    public:
        // public for debug
        G3D::Vector3 convertPositionToInternalRep(float x, float y, float z) const;
        G3D::Vector3 convertPositionToMangosRep(float x, float y, float z) const;
        static std::string getMapFileName(unsigned int pMapId);

        VMapManager2();
        ~VMapManager2(void);

        int loadMap(const char* pBasePath, unsigned int pMapId, int x, int y);

        void unloadMap(unsigned int pMapId, int x, int y);
        void unloadMap(unsigned int pMapId);

        bool isInLineOfSight(unsigned int pMapId, float x1, float y1, float z1, float x2, float y2, float z2);
        /**
         fill the hit pos and return true, if an object was hit
         */
        bool getObjectHitPos(unsigned int pMapId, float x1, float y1, float z1, float x2, float y2, float z2, float& rx, float &ry, float& rz, float pModifyDist);
        float getHeight(unsigned int pMapId, float x, float y, float z, float maxSearchDist);

        bool processCommand(char * /*pCommand*/)
        {   return false;}          // for debug and extensions

        void preventMapsFromBeingUsed(const char* pMapIdString);
        bool getAreaInfo(unsigned int pMapId, float x, float y, float &z, uint32 &flags, int32 &adtId, int32 &rootId, int32 &groupId) const;
        bool GetLiquidLevel(uint32 pMapId, float x, float y, float z, uint8 ReqLiquidType, float &level, float &floor, uint32 &type) const;

        WorldModel* acquireModelInstance(const std::string &basepath, const std::string &filename);
        void releaseModelInstance(const std::string &filename);

        // what's the use of this? o.O
        virtual std::string getDirFileName(unsigned int pMapId, int /*x*/, int /*y*/) const
        {
            return getMapFileName(pMapId);
        }
        virtual bool existsMap(const char* pBasePath, unsigned int pMapId, int x, int y);
    };}
#endif
